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About thomas4846

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  1. local function ondeploy(inst, pt, deployer) local turret = SpawnPrefab("eyeturret") --> change this one to your item prefab name if turret ~= nil then turret.Physics:SetCollides(false) turret.Physics:Teleport(pt.x, 0, pt.z) turret.Physics:SetCollides(true) turret:syncanim("place") turret:syncanimpush("idle_loop", true) turret.SoundEmitter:PlaySound("dontstarve/common/place_structure_stone") inst:Remove() end end Kinda guessing that you just cntrl c and v'd the code so i'd say change this. Do you want to alter the original code or make a new one altogether btw?
  2. "emoteXL_angry" animation name, just do: inst.AnimState:PlayAnimation("anim_name") --inst.AnimState:PlayAnimation("anim_name", true) -- true for looping This doesn't put him in any state so it shouldn't cause stunlock
  3. inst:ListenForEvent("equip", function(inst, data) if data.item.prefab == "tigerpan" then inst.AnimState:SetBuild("thejanitiger") end end) inst:ListenForEvent("unequip", function(inst, data) if data.item.prefab == "tigerpan" then inst.AnimState:SetBuild("thejani") end end) you forgot to call the functions
  4. Maybe include the anim assets to your prefab as well. local assets = { Asset("SCRIPT", "scripts/prefabs/player_common.lua"), Asset("ANIM", "anim/"), }
  5. AddClassPostConstruct("widgets/redux/loadoutselect", function(self) if self.puppet == nil or self.currentcharacter ~= "yourcharacter" then return end local puppet = self.puppet --don't mind me puppet.animstate:OverrideSymbol("swap_hat", "your_hat_stuff", "swap_hat") puppet.animstate:Show("HAT") puppet.animstate:Show("HAIR_HAT") puppet.animstate:Hide("HAIR_NOHAT") puppet.animstate:Hide("HAIR") end) This should be everything, maybe you might need to include your anim assets for the hat but ya.
  6. If they remove spools or censor anything than at least to me it's gonna go down hill. But we got meme material now.